diff -r de6ea2ff57eb javafx-sg-prism/src/com/sun/javafx/sg/prism/NGRegion.java --- a/javafx-sg-prism/src/com/sun/javafx/sg/prism/NGRegion.java Tue Apr 23 14:04:54 2013 -0700 +++ b/javafx-sg-prism/src/com/sun/javafx/sg/prism/NGRegion.java Tue Apr 23 14:28:35 2013 -0700 @@ -47,6 +47,7 @@ import javafx.scene.shape.StrokeLineCap; import javafx.scene.shape.StrokeLineJoin; import javafx.scene.shape.StrokeType; +import com.sun.javafx.PlatformUtil; import com.sun.javafx.application.PlatformImpl; import com.sun.javafx.geom.Path2D; import com.sun.javafx.geom.RectBounds; @@ -708,8 +709,9 @@ g.setPaint(paint); final CornerRadii radii = fill.getRadii(); // This is a workaround for RT-28435 so we use path rasterizer for small radius's We are - // keeping old rendering - if (radii.isUniform() && !(!PlatformImpl.isCaspian() && radii.getTopLeftHorizontalRadius() > 0 && radii.getTopLeftHorizontalRadius() <= 4)) { + // keeping old rendering. We do not apply workaround when using Caspian or Embedded + if (radii.isUniform() && + !(!PlatformImpl.isCaspian() && !PlatformUtil.isEmbedded() && radii.getTopLeftHorizontalRadius() > 0 && radii.getTopLeftHorizontalRadius() <= 4)) { // If the radii is uniform then we know every corner matches, so we can do some // faster rendering paths. float tlhr = (float) radii.getTopLeftHorizontalRadius();